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Gamepad: Remove GamepadList and fix dropped connection event on startup (#31684)
* Replace GamepadList * Fix initial gamepad connection event from gilrs getting dropped * Fix gamepad reconnection issues, use MutNullableDom * Reduce some repetition in handle_gamepad_events * Address feedback, move some steps to navigator methods * Refactor internal navigator gamepad methods * Add note re: unused gilrs index, adjust navigator gamepad methods
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ddbec46e1f
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8 changed files with 91 additions and 146 deletions
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@ -63,10 +63,10 @@ use super::bindings::trace::HashMapTracedValues;
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use crate::dom::bindings::cell::{DomRefCell, RefMut};
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use crate::dom::bindings::codegen::Bindings::BroadcastChannelBinding::BroadcastChannelMethods;
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use crate::dom::bindings::codegen::Bindings::EventSourceBinding::EventSource_Binding::EventSourceMethods;
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use crate::dom::bindings::codegen::Bindings::GamepadListBinding::GamepadList_Binding::GamepadListMethods;
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use crate::dom::bindings::codegen::Bindings::ImageBitmapBinding::{
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ImageBitmapOptions, ImageBitmapSource,
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};
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use crate::dom::bindings::codegen::Bindings::NavigatorBinding::NavigatorMethods;
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use crate::dom::bindings::codegen::Bindings::PerformanceBinding::Performance_Binding::PerformanceMethods;
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use crate::dom::bindings::codegen::Bindings::PermissionStatusBinding::PermissionState;
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use crate::dom::bindings::codegen::Bindings::VoidFunctionBinding::VoidFunction;
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@ -3133,7 +3133,10 @@ impl GlobalScope {
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/// <https://www.w3.org/TR/gamepad/#dfn-gamepadconnected>
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pub fn handle_gamepad_connect(
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&self,
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index: usize,
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// As the spec actually defines how to set the gamepad index, the GilRs index
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// is currently unused, though in practice it will almost always be the same.
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// More infra is currently needed to track gamepads across windows.
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_index: usize,
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name: String,
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axis_bounds: (f64, f64),
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button_bounds: (f64, f64),
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@ -3144,19 +3147,12 @@ impl GlobalScope {
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self.gamepad_task_source().queue_with_canceller(
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task!(gamepad_connected: move || {
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let global = this.root();
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let gamepad = Gamepad::new(&global, index as u32, name, axis_bounds, button_bounds);
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if let Some(window) = global.downcast::<Window>() {
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let has_gesture = window.Navigator().has_gamepad_gesture();
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if has_gesture {
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gamepad.set_exposed(true);
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if window.Document().is_fully_active() {
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gamepad.update_connected(true, has_gesture);
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}
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}
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let gamepad_list = window.Navigator().gamepads();
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let gamepad_arr: [DomRoot<Gamepad>; 1] = [gamepad.clone()];
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gamepad_list.add_if_not_exists(&gamepad_arr);
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let navigator = window.Navigator();
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let selected_index = navigator.select_gamepad_index();
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let gamepad = Gamepad::new(&global, selected_index, name, axis_bounds, button_bounds);
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navigator.set_gamepad(selected_index as usize, &*gamepad);
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}
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}),
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&self.task_canceller(TaskSourceName::Gamepad)
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@ -3172,18 +3168,11 @@ impl GlobalScope {
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task!(gamepad_disconnected: move || {
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let global = this.root();
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if let Some(window) = global.downcast::<Window>() {
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let gamepad_list = window.Navigator().gamepads();
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if let Some(gamepad) = gamepad_list.Item(index as u32) {
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let navigator = window.Navigator();
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if let Some(gamepad) = navigator.get_gamepad(index) {
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if window.Document().is_fully_active() {
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gamepad.update_connected(false, gamepad.exposed());
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gamepad_list.remove_gamepad(index);
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}
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}
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for i in (0..gamepad_list.Length()).rev() {
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if gamepad_list.Item(i).is_none() {
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gamepad_list.remove_gamepad(i as usize);
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} else {
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break;
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navigator.remove_gamepad(index);
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}
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}
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}
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@ -3203,11 +3192,10 @@ impl GlobalScope {
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task!(update_gamepad_state: move || {
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let global = this.root();
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if let Some(window) = global.downcast::<Window>() {
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let gamepad_list = window.Navigator().gamepads();
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if let Some(gamepad) = gamepad_list.Item(index as u32) {
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let navigator = window.Navigator();
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if let Some(gamepad) = navigator.get_gamepad(index) {
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let current_time = global.performance().Now();
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gamepad.update_timestamp(*current_time);
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match update_type {
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GamepadUpdateType::Axis(index, value) => {
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gamepad.map_and_normalize_axes(index, value);
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@ -3216,26 +3204,27 @@ impl GlobalScope {
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gamepad.map_and_normalize_buttons(index, value);
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}
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};
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if !window.Navigator().has_gamepad_gesture() && contains_user_gesture(update_type) {
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window.Navigator().set_has_gamepad_gesture(true);
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for i in 0..gamepad_list.Length() {
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if let Some(gamepad) = gamepad_list.Item(i) {
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if !navigator.has_gamepad_gesture() && contains_user_gesture(update_type) {
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navigator.set_has_gamepad_gesture(true);
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navigator.GetGamepads()
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.iter()
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.filter_map(|g| g.as_ref())
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.for_each(|gamepad| {
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gamepad.set_exposed(true);
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gamepad.update_timestamp(*current_time);
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let new_gamepad = Trusted::new(&*gamepad);
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let new_gamepad = Trusted::new(&**gamepad);
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if window.Document().is_fully_active() {
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window.task_manager().gamepad_task_source().queue_with_canceller(
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task!(update_gamepad_connect: move || {
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let gamepad = new_gamepad.root();
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gamepad.notify_event(GamepadEventType::Connected);
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}),
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&window.upcast::<GlobalScope>().task_canceller(TaskSourceName::Gamepad),
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&window.upcast::<GlobalScope>()
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.task_canceller(TaskSourceName::Gamepad),
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)
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.expect("Failed to queue update gamepad connect task.");
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}
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}
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}
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});
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}
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}
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}
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